Harrower

Emilio Tramonte's page

65 posts. Organized Play character for caps.


Race

Bravery: success vs. fear -> critical success; reduce Frightened condition by 1 | Perc +11 (+1 Sense Motive vs masks and disguises) | Stealth +9 | +2 all initiative |

Classes/Levels

25ft.* | detect magic (CL 1), prestidigitation, electric arc, shield, sigil (at-will CL 2) | Reactions: attack of opportunity, shield block

Gender

NG (male) human (versatile) fighter 6 | HP 68 | cold+electricity resistance 1 | AC 25 | F +12 R +11* W +11 |

About Emilio Tramonte

TODO
pick free language from home region
answer questions at the end
add full-text of abilities at the very bottom
recalculate fame and reputation

HEADERS
[Gender:]
NG (male) human (versatile) fighter 6 | HP 68 | cold+electricity resistance 1 | AC 25 | F +12 R +11* W +11 |

[Race:]
Bravery: success vs. fear -> critical success; reduce Frightened condition by 1 | Perc +11 (+1 Sense Motive vs masks and disguises) | Stealth +9 | +2 all initiative |

[Classes/Levels:]
25ft.* | detect magic (CL 1), prestidigitation, electric arc, shield, sigil (at-will CL 2) | Reactions: attack of opportunity, shield block

PROFILE

PFS Information:

PFS Number: 137974-2001
Experience: 70
Fame: --/50

Major Factions
Envoys Alliance:86
Grand Archive: 2
Horizon Hunters: 2
Vigilant Seal: 0

Minor Factions
Radiant Oath: 0
Verdant Wheel: 2

All Faction Reputation
Total (Sum of the Above) Reputation: 92

Pathfinder School
Field Commissioned

Emilio Tramonte
Ethnicity: Varisian
Nationality: Varisia
Birthplace: Kaer Maga
Age: 25
Gender & Pronouns: Male, he/him
Physical Appearance: Emilio has dark eyes that shine brightly with a keen intelligence. He's not a handsome man, nor ugly--though some parts of the world might find his long dark hair and tawny skin exotic--but his lean physique implies unusual strength. His rune-marked katana, gauntleted fist, beaten shield, and worn shortbow show he's been in more than one fight and knows his way around a battlefield. The rolled sleeve of both arms reveal the edges of Thassilonian tattoos.

human (versatile)
Thassilonian Delver
Fighter; Level: 6
medium
traits Medium, Humanoid, Human
NG;
Follower of The Empyreal Lords: Irez, Soralyon, and Zohls

Hero Points: 1

Languages:
Common
Varisian
Thassilonian
Draconian
Sylvan
Tien
Undercommon
____________________
SENSES
Perception: +11 (1 (wis) +10 (prof) + (item)) [E]; (+1 Sense Motive vs masks and disguises)
Special Senses: detect magic at-will (CL 2)
____________________
DEFENSES

cold resistance 1
electricity resistance 1

HP: 80/80 (8 human + 60 fighter + 12 con)

ARMOR CLASS
AC: 25 (10 +0 (dex) +8 (prof) +7 (item)) [T]
Shield: +2 AC, Hardness 5, Max HP 20 / BT 10 Current HP 20/20

Unarmored: [T], Light: [T], Medium: [T], Heavy: [T]

SAVING THROWS
Fortitude: +12 (2 (con) +10 (prof) + (item)) [E]
Reflex: +11* (1 (dex) +10 (prof) + (item)) [E]
Will: +11 (1 (wis) +10 (prof) + (item)) [E]
Bravery: success vs. fear -> critical success; reduce Frightened condition by 1
* = result may be rerolled or modified by boon
____________________
OFFENSE

Class DC: 22 (10 +4 (key stat) +8 (prof) + (item)) [T]

Speed: 25 (base 25 + 5 Fleet - 5 armor)
treat mountainous terrain and other steep slopes as difficult terrain, rather than as greater difficult terrain

Melee Strikes
◈ [1d20+17 potent striking katana, 2 hands, **lunge / combat assessment**][2d10+4 magic, cold iron, slashing][2d10+4+1d8 critical dmg: deadly and flat footed until my next turn]

◈ [1d20+17 potent striking katana, 1 hand, **lunge / combat assessment**][2d6+4 magic, cold iron, slashing][2d6+4+1d8 critical dmg: deadly and flat footed until my next turn]

◈ [1d20+14 spiked gauntlet, agile, **lunge / combat assessment**][1d4+4 piercing]

Ranged Strikes
◈ [1d20+11 shortbow][1d6 piercing][1d6+1d10 critical dmg: deadly and pinned to the ground or wall]

◈◈ [1d20+12 ray of frost][3d4+4 cold]

Weapon Proficiencies
Simple: [E], Martial: [E], Other (weapon): [T]
____________________
MAGIC

Magic Traditions
Arcane: [T]
Divine: N/A
Occult: N/A
Primal: N/A

Spell Attack Roll (arcane)
[1d20+12 arcane spell attack roll]

Spell DC (arcane): 22 = (10 +4 (int) +8 (prof)) [T]

Focus Points: 0/0 (maxiumum)

Spell Slots per Day
Cantrips Prepared:
◈◈ electric arc, ◈ shield
1st:
◈◈ fleet step - o (ornate tattoos, innate)
◈ jump - o
2nd:
◈◈ endure elements - o

Arcane Spells Known
Cantrips (lvl 2):
acid splash, chill touch, daze, detect magic, electric arc, ghost sound, light, mage hand, message, prestidigitation, produce flame, ray of frost, read aura, shield, spout, tanglefoot, telekinetic projectile
1st:
air bubble, ant haul, charm, create water, fear, fleet step, grim tendrils, gust of wind, hydraulic push, illusory disguise, floating disk, jump, lock, longstrider, magic missile, magic weapon, mending, mirror image, negate aroma, ray of enfeeblement, sleep, unseen servant, ventriloquism
2nd: comprehend language, darkness, darkvision, dispel magic, endure elements, Invisibility, resist energy, see invisibility, water breathing

Arcane Innate Spells
Cantrips:
◈◈ prestidigitation (Hat of the Magi)
◈◈ detect magic (lvl 1)
◈◈ sigil
1st:
◈◈ disrupting weapons (lvl 1, with water trait - single use from boon)
____________________
SKILLS
2 skills from background
0 skills from feats
4 skills from class
1 skill from wizard archetype
1 skill from Pathfinder school
4 skills from intelligence
2 hireling skills
2 lastwall debt skills
2 skill increases from level

Acrobatics: +9* = 1 (dex) +8 (prof) + (item) - (armor) [T] fighter
Arcana: +15* = 4 (int) +10 (prof) +1 (item) [E] Thassilonian Delver background, skill increase
Athletics: +12* = 4 (str) +8 (prof) + (item) - (armor) [T] fighter
Crafting: +15 = 4 (int) +10 (prof) +1 (item) [E] fighter
Deception: 0 = (cha) + (prof) + (item) []
Diplomacy: +8* = (cha) +8 (prof) + (item) [T] wizard dedication
Diplomacy, Lastwall Debt, "Avery": +10 = 4 + 6 (Level)
Intimidation: 0 = (cha) + (prof) + (item) []
Lore (Engineering): +12* = 4 (int) +8 (prof) + (item) [T] Pathfinder Society Field Commissioned Agent
Lore (Lastwall), "Evaly": +10 = 4 + 6 (level) [E] boon
Lore (Warfare), "Evaly": +10 = 4 + 6 (level) [E] boon
Lore (Thassilonian History): +12* = 4 (int) +8 (prof) + (item) [T] Thassilonian Delver background
Medicine: 1 = 1 (wis) + (prof) + (item) []
Medicine, "Evaly": +10 = 4 + 6 (level) [E] boon
Nature: +9* = 1 (wis) +8 (prof) + (item) [T]
Occultism: +12* = 4 (int) +8 (prof) + (item) [T] intelligence
Performance: 0 = (cha) + (prof) + (item) []
Religion: 9* = 1 (wis) +8 (prof) + (item) [T] intelligence
Religion, Lastwall Debt, "Avery": +10 = 4 + 6 (Level)
Society: +12* = 4 (int) +8 (prof) + (item) [T] intelligence
Stealth: +9* = 1 (dex) +8 (prof) + (item) - (armor) [T] fighter
Survival: +1* = 1 (wis) + (prof) + (item) [] intelligence
Thievery: +1 = 1 (dex) + (prof) + (item) - (armor) []

* = result may be rerolled or modified by boon or feat
____________________
ABILITY SCORES

STR 19 (ancestry, background, class, free, lvl 5)
DEX 12 (free)
CON 14 (free, lvl 5)
INT 18 (ancestry, background, free, lvl 5)
WIS 12 (lvl 5)
CHA 10
____________________
FEATS:

Ancestry Feats and Abilities
Heritage 1st: versatile - bonus general feat
1st: arcane tattoos - transmutation (sigil)
5th: ornate tattoos - fleet step

Skill Feats
Background: arcane sense (CL 1)
2nd: trick magic item
4th: quick jump
Professional Hireling: continual recovery
Pathfinder Field Agent: experienced professional
6th: magical crafting

General Feats
Versatile: incredible initiative
3: Fleet

Class Feats and Abilities
Feature 1st: attack of opportunity
Feature 1st: shield block
Feature 3rd: bravery
1st: combat assessment (retrained from power attack)
2nd: wizard dedication
4th: basic wizard spellcasting
6th: lunge

Bonus Feats
shield block
____________________
BOTTING

Instructions:
Emilio usually begins battle wielding his katana with two hands. When possible he prefers to cast the shield cantrip.

If his hit points start to get low, he will switch to using the katana with one hand and pull out his physical shield to use with the other, spending the raise shield action on his turn as often as he can.

He often uses his jump spell to pass by barriers or creatures in order to get to enemy spellcasters or ranged creatures harassing the party, but he tries to save it for the worst opponents.


____________________
EQUIPMENT

Combat Gear:
13 splint mail (3)
34 cold iron +1 striking katana (1)
03 shortbow (1)
02 steel shield (1)
00.3 spiked gauntlet (L)
00.3 spiked gauntlet (L)
00.2 arrows, 20 (2L)

Magic Items:
2fame wayfinder (--)
60gp crafter's eyepiece (--)
12gp lesser healing potion (L)
07gp crying angel pendant (--)
12gp oo - 2x silversheen (2L)
50gp hat of the magi (--)
06gp o - scroll of darkness, lvl2 (discounted on Revolution on the Riverside) (L)
08gp ox - scroll of longstrider (L)
04gp o - scroll of gust of wind (L)
04gp o - scroll of sleep (L)
12gp o - moderate silver-tongue mutagen (L)
12gp o - moderate serene mutagen (L)
07gp o - lesser omprehension elixir (L)
12gp ooo - 3x cognitive mutagen (3L)
10gp o - moderate ghost charge (L)

Other Gear:
05 healer's tools (-- 1 bulk negated by backpack, only usable by Ally boon)
02 repair kit (-- 1 bulk negated by backpack)
00.5 climbing kit (1)
01.5 adv. pack (1)
* backpack (negates 2 bulk in contents)
* bedroll
* 10 pieces of chalk
* flint and steel
* 50ft. rope
* 2 weeks rations
* soap
* 5 torches
* waterskin
00.1 grappling hook (L)
00.08 signal whistle (--)
00.1 bottle of Sauerton Red wine (--)

Crafting Formulas:
02 cold iron katana formula

Consumed/Destroyed Items
---

Transient Expenses
35 +1 potency rune (came with bastard sword)
01.75 transferring +1 potency rune to katana
4gp (1 success, 2 crit successes) scribing charm, illusory disguise, and ventriloquism into his spellbook
23gp (a bunch of successes, crit successes, and some crit failures) scribing Fear, Invisibility, Darkness, Acid Splash, Produce Flame, Air Bubble, Ant Haul, Create Water, Mending, Ghost Sound, Light, Mage Hand, Ray of Frost, Shield,Telekinetic Projectile, Detect Magic, Chill Touch, Grim Tendrils, and Ray of Enfeeblement; failed to scribe Electric Arc and Longstrider
8gp (2 successes) scribing magic missile and dispel magic into spellbook
7gp (1 crit, 1 success) scribing magic weapon and comprehend language into
65gp striking rune for katana
4gp scribing gust of wind and sleep into spellbook
20 gp to scribe lock, endure elements, resist energy, and water breathing into spellbook from fellow spellcaster
3gp on critically failing to scribe water walk
34gp to craft cold iron katana
10gp to transfer runes to new katana
4gp scribing electric arc and longstrider into his spellbook from fellow spellcaster and a scroll respectively
4gp to scribe daze, spout, and unseen servant into spellbook (critical, success, critical)
6gp to scribe darkvision (success)

Gear Back Home
--- bastard sword (-- purchased as +1 weapon, then transferred rune to Katana, stored "at home" but otherwise 1 bulk)
02 katana (-- 1 "stored at home")
00.3 arrows, 30 (-- 3L "left at home" for bulk purposes)

Bulk: 9 9L (Encumbered at: 9 = 5 +4 (str); Maximum at: 14 = 10 +4 (str))

Coins: 485.99

Lifetime Earnings: 948.12 gp
15 starting
11.2 Escaping the Grave
0.4 downtime
14 The Absalom Initiation
4 downtime (Society Connections boon)
3.5 Sandstone Secret
0.4 downtime (crit success on 2 days of downtime)
14 The Mosquito Witch
0.08 downtime (failure on 8 days)
22 Lost on Spirit Road
0.4 downtime
82 The Fall of Plaguestone
1.9 downtime
9.5 Unforgiving Fire
0.04 downtime
38 The Trailblazer's Bounty
1.6 downtime
19 Bandits of Immenwood
0.08 downtime
64 Revolution on the Riverside
0.32 downtime
64 Flames of Rebellion
1 downtime
16 Port Peril Pub Crawl
no downtime income
16 Falcon's Descent
no downtime income
32 Lodge of the Living God
no downtime income
90 Perennial Crown, Part 1
no downtime income
50 Perennial Crown, Part 2
7.2gp downtime
50 Fate In the Future
2.5gp downtime
40 The Lost Legend
5.6gp downtime
135 Mountain of Sky and Sea
-- downtime spent on armor
150 Lost Maid of Anactoria
-- downtime spent on Wand of Longstrider (still in progress)
75 The Blackwood Lost
-- downtime spent on Wand of Longstrider (still in progress)

-----------------------------------------
Boons For this Adventure:
-----------------------------------------
Faction: Envoys' Alliance Champion, Improved

Ally boons: Eager Protégé (ally), Lastwall Debt* (ally), Professional Hireling (ally)
Aid boons: Harmonic Wayfinder (item), Heroic Inspiration (heroic), Team Player* (fortune)
Save your life boons: One-Who-Waits*, Sand Slide*
Modify outcome boons: Cryptid Scholar* (untyped), Traveler of the Spirit Road*,
Static roll bonus boons: Light in the Dark, Narsen's Web
Downtime boons: Crafter's Workshop (downtime), River Kingdoms Politician*, Society Recruiter
Connection boons Blood Offering, Diggen the Liar, Fane's Friend
Misc boons: Bring Them Back Alive (social), Experienced Mountaineer, Skillful Mentor (mentor, social), Touched By the Storm (general), Waters of Warlock's Barrow, Wayfinder + Engraved Wayfinder

* = consumable boon

Unused Boons: Fey Influence, Fiery Companion, Noala's Lessons, Student of the Unforgiving Fire, Time Traveler

Fame/Reputation Boons:

(Envoy's Alliance) Champion (Faction) (0 fame)

Wayfinder (slotless) (2 fame)
To guide your path, your faction has secured a wayfinder (Pathfinder Core Rulebook 617) for you to carry on your journeys and serve as a badge of office in the Pathfinder Society. This wayfinder has an effective sale price of 0 gp.

Society Recruiter (slotless) (0 fame)
Prerequisites Envoys’ Alliance Tier 1
The Envoys’ Alliance celebrates your efforts to recruit new talent. If you bring a new player to a table—a player without a Pathfinder Society character or someone playing their first Pathfinder Society session—you earn 2 additional Fame and Reputation with the Envoys’ Alliance faction.
Special You can benefit from this boon only a number of times equal to your current Reputation Tier with the Envoys’ Alliance faction. Each time you fulfill the requirements of this boon, mark it on your Chronicle sheet along with the associated Reputation Tier. Have the GM sign beside this notation. The player you introduce to Pathfinder Society does not have to play at the same table as you (though being at the same table often improves their experience).

Mentor, Skillful (mentor, social) (2 fame)
Prerequisites Envoys’ Alliance Tier 1
While working with less experienced Pathfinder allies, you provide vital advice to sharpen your newer colleagues’ skills. For any PCs benefiting from a Level Bump and whose levels are lower than yours, you increase the Level Bump’s modifier to skill checks to 2.
Normal A Level Bump increases a PC’s skill check modifiers by 1.
Special A PC can only benefit from two mentor boons.

Hireling (ally) (4 fame) "Evaly" dark haired woman
Medicine, Lastwall lore, Warfare lore
Prerequisites All Factions Tier 0
You have recruited a non-combat hireling who can assist you with a certain set of skill checks. This ally performs the selected skills with a total modifier equal to 2 + your level, and they are considered trained in the skills. You must expend any actions and be in range to perform the action yourself, and any consequences of these actions affect you (such as falling when using Athletics to Climb). The hireling’s result cannot be modified by class abilities or spells, but it can be improved by a successful Aid check. The hireling does not participate directly in combat, cannot be harmed unless willfully endangered, and has no effect other than performing the selected skill checks.
When you purchase this boon, you select one skill as well as one Lore skill. The hireling can perform only these skills checks.
Special You can purchase this boon multiple times. Each time you purchase this boon, you can choose a different set of skills.

Hireling, Expert (slotless) (6 fame) see above
Prerequisites All Factions Tier 2, Basic Hireling
When you gain this boon, select one Hireling boon you possess. The selected ally’s proficiency for their selected skills improves to expert, and their modifier to skill checks increases to 4 + your level.
Special You can purchase this boon multiple times. Each time you purchase this boon, you must apply its benefits to a different Hireling boon.

Hireling, Professional (slotless) (6 fame) see above
Prerequisites All Factions Tier 3, Expert Hireling
When you gain this boon, select one Hireling boon you possess. The selected ally adds a second Lore skill to the list of skill checks they can attempt. In addition, select one skill feat whose prerequisite is being trained in one of the hireling’s selected skills. The hireling gains the benefits of that skill feat when attempting skill checks.
Special You can purchase this boon multiple times. Each time you purchase this boon, you must apply its benefits to a different Hireling boon.

Envoys’ Alliance Champion, Improved (Faction) (8 fame)
Prerequisites Envoys’ Alliance Tier 2, Envoy’s Alliance Champion
This faction boon represents your expanding connections in the Envoys’ Alliance faction. While you have this boon slotted, you gain Reputation with the faction after a successfully completed adventure, as detailed in its Primary and Secondary Objectives.
In addition, when you slot this boon, you gain one additional boon slot during the adventure. You can use this additional boon slot only for a boon whose prerequisite includes an Envoys’ Alliance faction tier of 1, 2, or 3.
Normal A character gains no Reputation unless they have a faction boon slotted.

Eager Protégé (ally, limited-use) (4 fame) (34xp earned so far) Calhoun, older human man
Prerequisites Envoys’ Alliance Tier 2
A promising recruit, initiate, or recently confirmed field agent accompanies you while you have this boon slotted. This disciple observes your adventuring exploits and occasionally contributes directly; once per adventure before you attempt a skill check or attack roll, the ally successfully Aids you, granting you a +1 circumstance bonus to the triggering check.
Tally the amount of XP you earn while this boon is slotted. Once you have tallied 60 or more XP in this way, you can encourage your protégé to set off on their own on new adventures. When this happens, you can no longer slot this boon; however, you can expend the boon when creating a new character to begin the character at 2nd level with 12 XP, 12 Fame, 30 gp, and 12 Reputation to distribute among any number of legal factions. Once expended in this way, this boon provides no other benefits.
Special You can purchase this boon multiple times, but you can only tally XP credit toward one such ally at a time.
tally
2xp Bandits of Immenwood (slow track)
4xp Revolution on the Riverside
4xp Flames of Rebellion
1xp Port Peril Pub Crawl
1xp Falcon's Descent
2xp Lodge of the Living God (slow track)
4xp Perennial Crown, Part 1
4xp Perennial Crown, part 2
2xp Fate In the Future (slow track)
2xp The Lost Legend (slow track)
4xp Mountain of Sky and Sea
4xp Lost Maid of Anactoria
2xp The Blackwood Lost

Crafter’s Workshop (downtime) (4 fame)
Prerequisites Envoy’s Alliance Tier 2
Your friends in the Envoy’s Alliance share crafting materials and collaborate to create new items more efficiently. You only need to spend 1 day of downtime before attempting your skill check and subsequently beginning to reduce the item’s effective cost.

Heroic Inspiration (heroic) (4 fame)
Prerequisites Envoys’ Alliance Tier 3
Your most momentous actions can inspire your allies to follow suit. When you use a Hero Point to reroll a check and succeed at the check, your allies gain a +1 circumstance bonus to checks of the same type for 1 round (such as attack rolls, Will saves, or Perception checks).

Bring Them Back Alive (social) (2 fame)
Prerequisites Envoys’ Alliance Tier 3
You are able to leverage your connections within the Society to raise funds for your allies’ resurrection, ensuring that everyone lives to see another adventure. You and your allies treat your effective character levels as 1 lower for the purpose of the raise dead spell and the resurrection ritual. This applies to both the level of the spell or ritual required, as well as to calculating the cost of the diamonds necessary to cast the spell or perform the ritual.

Wayfinder, Harmonic (item) (2 fame)
Prerequisites Envoys’ Alliance Tier 2, you have a wayfinder
You have modified your wayfinder to resonate with your allies’ actions, allowing you to better help them in times of need. When you slot this boon, you apply its benefits to one wayfinder in your possession, granting you a special free action ability when the wayfinder is invested and in your possession.
You can activate this ability as a free action before you Aid an ally. If you roll a success on the check to Aid, you instead get a critical success.
You can safely use this benefit once per adventure. You can attempt to use it a second time, overcharging the wayfinder at the risk of destroying it. When you do so, roll a DC 10 flat check. On a success, the wayfinder is broken. On a failure, the wayfinder is destroyed. If anyone tries to overcharge a wayfinder that’s already been overcharged, the item is automatically destroyed (even if it has been repaired) and does not provide the activated benefit.

CHRONICLES

1. PFS(2) Module: We Be Heroes?:

As heroes of the Crookedtoes tribe, you cleared a safe passage through a tunnel system out of Lastwall, convinced the stubborn Knights of Lastwall to withdraw from the undead-overrun area, and together escaped before the Whispering Tyrant’s forces could crush you. The knights and goblins have now reached Absalom, where untold possibilities await.
X □ Lastwall Debt (Ally Boon): "Avery" androgynous blonde
A surviving Knight of Lastwall considers you an able ally. While this boon is slotted, the knight accompanies you on your adventures. You can check a box that precedes this boon to use the knight’s Diplomacy or Religion bonus (4 + your level) in place of your own. When using Religion to Recall Information about undead, do not check a box.

2. PFS(2) 1-03: Escaping the Grave:

You and your companions braved the dangers of the Gravelands to recover valuable relics from the ruins of a town once known as Goldenflame. While there, you were tasked with the sad duty of recovering the remains and wayfinders of missing Pathfinders. Before you could escape the Gravelands, you were confronted by an evil necromancer and his undead minions and had to fight your way free.
Team Player: Your time in the Gravelands included many harrowing trials that required you to learn how to work especially well with your companions.
<R> (fortune) Uses 3 □ □ □; Trigger An ally fails a check on which you aided; Effect The ally can reroll the check and use the better result.
Reputation(s): +6 (Envoy's Alliance)
Fame Earned: 4
Fame Spent: 0
Gold Earned: 11.2gp
Downtime: 0.4gp

3. PFS(2) 1-01: The Absalom Initiation:

Head Initiate Janira Gavix invited you to a party to celebrate the latest group of initiates to formally join the Pathfinder Society. The party's attendees included many high-profile members and associates of the Society, including many of its current and former faction leaders. But the party was more than just a chance to socialize: several faction leaders were looking to assign simple missions to new agents. After the celebration, you explored an abandoned ship where you pacified a strange fleshforged creature, searched a haunted house where you found signs of grave misdeeds in the past, investigated a ritual being conducted in the Blakros museum and recruited the ritual's inquisitive caster, and un-petrified someone who had been frozen in stone.
Engraved Wayfinder (Slotless): To celebrate your success as a Pathfinder agent, Janira gave you a compass lid engraved with your name and a Glyph of the Open Road, symbol of the Pathfinder Society. You can attach this lid to any compass, including a wayfinder, to personalize it.
X Society Connections (Downtime): Your connections with leaders within the Pathfinder Society help you find opportunities, both new missions and support for your other endeavors. Check the box that precedes this boon when you Earn Income during Downtime to attempt a task of level 3. If you critically fail the check, you still earn the result of a failure for that task.
Reputation(s): +4 (Envoy's Alliance)
Fame Earned: 4
Fame Spent: 2 (wayfinder)
Gold Earned: 14gp
Downtime: 4gp (used Society Connections boon)

4. PFS(2) Quest 1: The Sandstone Secret:

You dealt with the lies of a false Pathfinder and survived the deadly guardians of an Osiriani tomb. With a little luck, you've helped preserve and improve the Pathfinder Society's reputation in Osirion.
Sand Slide (Slotless):
<R> Uses 3 □ □ □; Trigger You would fail (but don't critically fail) a Reflex save to avoid a trap's effects; Effect You Step and then Drop Prone in your new location. You gain a +2 circumstance bonus to your triggering Reflex save. If this would have been enough to resist the trap's effects initially, you succeed at the save instead.
Reputation(s): +1 (Envoy's Alliance)
Fame Earned: 1
Fame Spent:
Gold Earned: 3.5gp
Downtime: 4sp (critical success on 2 days)

5. PFS(2) 1-02: The Mosquito Witch:

The Mosquito Witch, thought to be only a local legend of the village of Shimmerford, seems now to be all too real. A plague of mosquitoes has descended up on the village, and those who have gone to investigate the problem have not returned. After piecing together various clues, Pathfinders discovered that the culprit behind the mosquito plague was actually a group of mitfit gremlins. But the mitfits can't explain all of the mysteries the Pathfinders found.
Cryptid Scholar (Untyped boon):
<R> (fortune) Uses 3 □ □ □; Trigger You attempt to Recall Knowledge to identify a creature you can see; Effect You roll the skill check twice and use the better result.
Reputation(s): +4 (Envoy's Alliance)
Fame Earned: 4
Fame Spent:
Gold Earned: 14gp
Downtime: 8cp (failure on 8 days)

6. PFS(2) 1-06: Lost On Spirit Road:

The twisting, turning pathways along the Spirit Road offer many surprising revelations, some good, some bad. Only you are likely to remember which path you took, where it led you, and what adventures you had along the way. Well, perhaps you and a certain kitsune.
Traveler of the Spirit Road (General):
Uses 3 □ □ □; You have traveled the pathways near the Forest of Spirits and not only managed to avoid losing your way, but even befriended some of the locak kami. The kami's blessing follows you now and protects you from bad luck. Whenever you would critically fail a check to Hide, Sneak, Sense Direction, or Track while in a forested area, you may check a box next to this boon as a free action to treat that check as a failure instead.
Reputation(s): +4 (Envoy's Alliance)
Fame Earned: 4
Fame Spent:
Gold Earned: 22gp
Downtime: 4sp (success on 8 days)

7. PFS(2) The Fall of Plaguestone:

Accompanying a dwarven merchant, you delved into the twisted skeins of a deadly plot seeking to devastate all the residents of the town known to outsiders as Plaguestone. Disease, poison, and corrupted wildlife all sought to block your progress and add you to the list of victims already claimed, including your dwarven compatriot.
Fiery Companion (Limited-Use, Slotless):
Uses 1 □ ; You have befriended a unique animal augmented by alchemical experiments. If you have an animal companion, you can check the box that precedes this boon between adventures to replace it with the fiery leopard (Pathfinder Adventures: The Fall of Plaguestone 57). You may also transfer this boon to one of your other characters who has an animal companion, immediately checking the box on this boon and replacing that character’s existing companion with the fiery leopard; keep a copy of this Chronicle with that character.
Noala’s Lessons (Slotless):
Uses 1 □ ; In gratitude for your help, the ranger Noala is willing to teach you several of her carefully honed techniques. You gain access to either the ranger feat Relentless Stalker (Pathfinder Adventures: The Fall of Plaguestone 57) or the skill feat Wilderness Spotter (The Fall of Plaguestone 57). Once you have taken one of these feats, check the box next to this boon and cross the other one out.
Reputation(s): +12 (Envoy's Alliance)
Fame Earned: 12
Fame Spent:
Gold Earned: 82gp
Downtime: 1.9gp (success on 6 days of level 0 downtime, 8 days of level 1 downtime, and 10 days of transferring a +1 potency rune)

8. PFS(2) Quest 2: Unforgiving Fire:

You defeated Meleeka Sanvara and returned One-Who-Waits to the artifact vault in the Pathfinder Society Lodge in Niswan.
One-Who-Waits (Slotless):
Uses 3 x □ □ ; Your trials in the burgeoning monstery of Unforgiving Fire have given you an edge in overcoming physical challenges. Whenever you roll a critical failure on an Acrobatics or Athletics check, you can check a box next to his boon as a free action to get a failure instead (the GM can tell you if this wouldn't change the outcome of the check so you do not waste this ability).
Student of the Unforgiving Fire:
Having read the ancient scrolls from which Meleeka created the Unforgiving Fire style, you have gained acces to the following feat for all of your characters (include a copy of this Chronicle sheet with any character who selects this feat).
<See Chronicle .pdf for feat text>
Reputation(s): +1 (Envoy's Alliance)
Fame Earned: 1
Fame Spent:
Gold Earned: 9.5gp
Downtime: 0.04gp (failure on lore check)

9. PFS(2) 1-05: Trailblazer's Bounty:

The mountainous passes between Isger and Molthune were daunting and treacherous. Avalanches and fearsome mountain goats were, in many ways, the least dangerous of the threats you faced, though each was deadly and draining in their own right. Though the unmarked trails are far from claimed, perhaps your efforts will aid the trade between Isger and Molthune, strengthening the region against the looming threats plaguing the Inner Sea.
Experienced Mountaineer (General):
The trek from Isger to Molthune taught you tricks for navigating treacherously steep terrain. While this boon is slotted, you treat mountainous terrain and other steep slopes as difficult terrain, rather than as greater difficult terrain.
Reputation(s): +4 (Envoy's Alliance), +2 Horizon Hunters
Fame Earned: 4
Fame Spent:
Gold Earned: 38gp
Downtime: 1.6gp (success on lore check)

10. PFS(2) 1-04: Bandits of Immenwood:

The cargo of Durvin's Query proved a daunting load to carry, as it attracted rabid squirrels, druidic bandits, aquatic menaces, and one very angry centaur. Transporting a cart through the Immenwood and along the High Coast Road while constantly beset by the forces of nature was a task for a seasoned adventuring group. Hopefully your efforts have made a difference in the region and the Scale of the Spurned Tempest can be safely stored away.
Touched By the Storm (General):
Your exposure to the stormy power of the Scale of the Spurned Tempest has inured you to the elements to a small degree. While this boon is slotted, you gain cold resistance 1 and electricity resistance 1.
Reputation(s): +4 (Envoy's Alliance), +2 Grand Lodge
Fame Earned: 4
Fame Spent:
Gold Earned: 19gp
Downtime: 8cp (failure on lore check)
Played on slow track
Loot:
dull gray aeon stone
scroll of wall of wind
silver buckler, low-grade
tracker's goggles

Extra +2 fame, reputation Envoy's Alliance (Society Recruiter)
Eager Protégé gets +2xp

11. PFS(2) 1-08: Revolution on the Riverside:

It seems the River Kingdoms have always been a land where kings can rise and fall in the span of a day, and the events you experienced in Artume proved how fragile peace really is in the region. For good or ill, your actions have shaped Artume in a way that will impact the region for years to come. Or at least until the next time the throne changes hands.
□ □ □River Kingdoms Politician (General):
You have made yourself, one way or another, a known quantity in the realm of the River Kingdoms politics. Upon completing an adventure set in the River Kingdoms or Razmiran, you may check a box next to this boon when using your downtime to Earn Income to participate in the political intrigues of the region, allowing you to find an Earn Income task of up to your level +1. Once all three boxes next to this boon are checked, this boon has a special effect in a future adventure.
Reputation(s): +4 (Envoy's Alliance)
Fame Earned: 4
Fame Spent:
Gold Earned: 64gp
Downtime: 32cp (failure on lore check)
Loot:
hat of the Magi
6gp scroll of darkness, level 3 (discounted, limit 1)

Extra +2 fame, reputation Envoy's Alliance (Society Recruiter)
Eager Protégé gets +4xp

scribed Charm, Illusory Disguise, and Ventriloquism into his spellbook (the latter two as critical success for half cost) but failed to scribe Illusory Object and Invisibility

12. PFS(2) 1-11: Flames of Rebellion:

What seemed like a relatively simple journey to a country township turned into a long trek through skeleton-infested woodlangs to a tower filled with kobolds, traps, ghosts, and devils. Hopefully you took away more than you left behind. Certainly, you steered the fate of the long-imprisoned ghost of Diggen Thrune, who is in the hands of Zarta Dralneen for study. When faced with a choice of whether to bind the devil Nashaxian to an aging keep and take command of it for yourself, you decided not to dabble in infernal matters.
Diggen the Liar You refused to release the ghost of Diggen Thrune and instead turned the captive spirit over to Zarta Dralneen at the Grand Lodge. This boon will have a special effect in a future scenario.
Reputation(s): +4 (Envoy's Alliance)
Fame Earned: 4
Fame Spent: 0
Gold Earned: 64gp
Downtime: 1gp (crit success on 1 day of lore check) and retrained Power Attack into Combat Assessment
Loot:
archaic wayfinder
goggles of night

Eager Protégé gets +4xp

spent 23gp to scribe Fear, See Invisibility, Darkness, Acid Splash, Produce Flame, Air Bubble, Ant Haul, Create Water, Mending, Ghost Sound, Light, Mage Hand, Ray of Frost, Shield, Telekinetic Projectile, Detect Magic, Chill Touch, Grim Tendrils, Ray of Enfeeblement into his spellbook (with several as critical successes for half cost) but failed to scribe Longstrider and Electric Arc

13. PFS(2) Quest 4: Port Peril Pub Crawl:

Traveling to Port Peril and making a deal with a pirate captain is the kind of adventure that should end with an epic bar fight, and this one did.

Fane's Friend (General): You managed to impress the enigmatic pirate captain Stella Fane and she considers you a friend. This boon has special benefits when slotted during scenarios and quests that feature Stella Fane.
Reputation(s): +1 (Envoy's Alliance)
Fame Earned: 1
Fame Spent: 0
Gold Earned: 16gp
Downtime: 2 days towards retraining Arcane tattoos
Loot:
archaic wayfinder, level 2, discounted 25gp

Extra +2 fame, reputation Envoy's Alliance (Society Recruiter)
Eager Protégé gets +1xp

Spent 8gp to scribe magic missile and dispel magic into spellbook

14. PFS(2) Quest 13: Falcon's Descent:

For too long, bands of duergar slavers have used the Candlestone Caverns of Andoran to cross into and raid the surface world. You successful aided the Eagle Knights in tracking down a band of duergar and stopping them, not only making Andoran a bit safer, but also forging strong relationships between the Eagle Knights and the Pathfinder Society.

(No boon)
Reputation(s): +1 (Envoy's Alliance)
Fame Earned: 1
Fame Spent: 0
Gold Earned: 16gp
Downtime: 2 days towards retraining Arcane tattoos
Loot:
Golden Legion Epaulettes, lvl3, 55gp

Eager Protégé gets +1xp
Spent 7gp to scribe magic weapon and comprehend language into spellbook

15. PFS(2) 1-18: Lodge of the Living God:

A lodge in Razmiran seems like an idea fraught with peril, but perhaps the Pathfinder Society can do some good for the people held in the iron grasp of the Living God. By protecting the keep, you hope you've made the best choice for everyone.

Light in the Dark (Envoy's Alliance, General):
You sought out people with the potential to become assets and agents for the Pathfinder Society, despite the risks involved. While adventuring in Razmiran, you gain a +1 circumstance bonus to Diplomacy checks to Request Assistance or Make an Impression. Inform your GM of the function of this boon at the beginning of the adventure.
Narsen's Web (General):
For good or ill, you have been swept up in the schemes of the masked priest Narsen. Whether the cunning cultist's aims are for good or ill remains to be seen. You gain a +1 circumstance bonus to Perception checks to Sense Motive when dealing with anyone hiding their features behind a mask or disguise (including magical disguises and polymorph effects that change the person's appearance to something unrecognizable).

Reputation(s): +4 (Envoy's Alliance); +2 from slow track, +2 from faction goals
Gold Earned: 32gp
Downtime: 3 days towards retraining Arcane tattoos
1 day toward retraining survival into nature
Loot:
Razmiri wayfinder (Lost Omens: Pathfinder Society Guide, 10% discount; limit 1)

Eager Protégé gets +2xp
Bought scrolls of sleep and gust of wind for 8gp
Spent 4gp to scribe sleep and gust of wind into spellbook
Spent 20 gp to scribe lock, endure elements, resist energy, and water breathing into spellbook from fellow spellcaster
Spent 3gp on critically failing to scribe water walk
Failed to scribe spider climb

16. PFS(2) 1-16: Perennial Crown, Part 1:

On the trail of the legends of the famous early Pathfinder Selmius Foster, you traveled to the place he died—the isolated island of Bhopan...
Spoiler:
After surviving an onslaught from the island’s fey, you found a magically advanced society whose people have deep connections to the fey. The king of Bhopan invited you to participate in a grand masquerade. The royal steward, Lelzeshin, gave you a chance what Foster sought by entering the royal vaults. After speaking to him, you worked with him to break into the vaults. Ultimately, you battled Lelzehin over control of a primal artifact, the Perennial Crown. As soon as the artifact was in your hands, the vault collapsed, trapping you inside. The story continues in Pathfinder Society Scenario #1–17: The Perennial Crown Part 2: The Thorned Monarch.

Blood Offering (Slotless):
Bhopanese culture has numerous traditions that involve bloodletting as a sign of respect or a show of bravery. You participated in at least one of these traditions. This boon will have an effect in future scenarios.

Reputation(s): +4 (Envoy's Alliance)
Gold Earned: 90gp
Downtime: 6 days towards retraining survival into nature
6 days towards crafting Cold Iron Katana (w/1 day of lead time instead of 4 thanks to Crafter's Workshop boon)
Loot:
Bloodletting Kukri (240gp, level 6)
Sneaky Key (22gp, level 5)

Eager Protégé gets +4xp

43gp to purchase
* moderate silver-tongue mutagen (12gp)
* moderate serene mutagen (12gp)
* lesser omprehension elixir (7gp)* 3 cognitive mutagens (4gp each)

34gp to craft cold iron katana with downtime (critical success * 5 days = 10gp price reduction from 44gp to craft katana)

10gp to transfer runes from regular katana over to cold iron katana via crafters at the lodge

4gp to scribe electric arc and longstrider into spellbook

17. PFS(2) 1-17: Perennial Crown, Part 2:

Spoiler:
After an earthquake collapsed the royal vaults of Bhopan with you inside, a spirit within the treasury’s greatest item, the Perennial Crown, revealed an ancient fey lord’s web of deception. This fey, the Thorned Monarch, desperately wanted to recover the crown, and they created chaos and bloodshed in the streets to bolster their power. You managed to escape with the crown and sever their hold on Bhopan’s people.

Fey Influence:
The character with this Chronicle sheet gains access to the following ancestry feat.
FEY INFLUENCE FEAT[b] Ancestry 5
[Human][Rare]You have been exposed to powerful fey magic. You become trained in primal DCs and spell attack rolls. You gain the fey trait and one of the following features which grant an innate primal spell that can be used once per day.

  • [b]Anteater You can launch your tongue forward as a deadly attack, gaining grim tendrils.
  • Dryad Your body is covered in elegant vines, granting you summon plants and fungi.
  • Gremlin You have long, bat-like ears and gain bane.
  • Monarch You have vestigial, insectile features and gain spider sting.
    This feat gains the trait appropriate for your ancestry (human for human, goblin for goblin, etc.)

    Reputation(s): +4 (Envoy's Alliance)
    Gold Earned: 50gp
    Downtime: Earn Income Crafting 21 (8 days), Crafting 33 (4 days), Field commissioned
    Loot:
    Bloodletting Kukri (240gp, level 6)
    Sneaky Key (22gp, level 5)

    Eager Protégé gets +4xp

  • 18. PFS(2) 3-99: Fate In the Future:

    Venture-Captain Jirneau of the Woodsedge Lodge summoned you and other Pathfinders for an important mission. You traveled into the Society's Maze of the Open Road to figure out what caused the network to focus on a single location. Emerging into the area, you uncovered that you were in a massive set of ruins on the distant planet of Akiton. You met with the draconic being known as Heraxia, who claimed to come from the future. You assisted Heraxia in entering a stasis unit that would send her back into the future. After battling off mysterious hounds from the Dimension of Time, you escaped just in time for the Maze of the Open Road to return to its normal function. Whether or not Heraxia accomplished her mission is something only future generations would know.

    Time Traveler boon

    Reputation(s): +2 (Envoy's Alliance)
    Gold Earned: 50gp
    Downtime: Earn Income Crafting 15 (1 day), Crafting 20 (5 days), Field commissioned
    Loot:
    n/a

    Eager Protégé gets +2xp

    19. PFS(2) 1-20: The Lost Legend:

    You trekked across the Sodden Lands and Mwangi Highlands to recover a message left by famed Pathfinder Gregaro Voth, as well as a cipher to decode it. Who knows where the esteemed Pathfinder’s last message leads?

    Waters of Warlock’s Barrow: You vanquished the spirits of Warlock’s Barrow, and now through some quirk  of fate, you can call upon them to help you lay other undead to rest.
    ◈◈ ▫ ; Effect The purified waters of Warlock’s Barrow surround your weapons, now harming the undead  instead of the living. You cast disrupting weapons as a 1st-level innate spell, except the spell also has the water  trait.

    Reputation(s): +2 (Envoy's Alliance)
    Gold Earned: 40gp
    Downtime: Earn Income Crafting 34 (6 days), Field commissioned
    8sp/day
    8sp x 6 days = 5.2gp
    Loot:
    animal staff (level 4; 90 gp)
    jade serpent wondrous figurine (level 7; 340 gp)

    Eager Protégé gets +2xp

    20. Mountain of Sky and Sea:

    You traveled to the island of Kayajima, off the coast of Minkai, to establish a new Pathfinder lodge in an abandoned fortress. Several ley lines converge on the island, but these powerful currents have long been out of alingment. Working together with the scholar Kukuha Mukai, you attunded ritual gates to restore the island's connections to land, sea, and sky. Along the way, you sought to gain the blessing of the island's inhabitants, and succesffuly befriended the kodama guardians of the forest and a family of griffins (but failed to befriend a self-doubting sea dragon). When at last the time came to perform the ritual, an ancient guardian attacked, lashing out against the attempt to restore balance to the island. Thanks to your efforst, the newly founded Three Gates Lodge can now flourish.

    Reputation: +6 (Envoy's Alliance)
    Gold Earned: 135gp
    Downtime:
    23 Emilio crafting ⟵ [8] + 15 dc 20 potent full plate
    Emilio spends 1 day (thanks to his crafter's workshop boon) to craft his new magical full plate armor, and then he spends 7 days reducing the cost by 2gp/day.
    35 Emilio crafting ⟵ [20] + 15 dc 20 potent full plate
    Then he spends another 4 days (thanks to his field commission) reducing the cost by another 2.5gp/day, completing the armor on the last day for 160gp - 14gp - 10gp = 136gp
    Loot:
    N/A

    Eager Protégé gets +4xp

    21. Lost Maid of Anactoria:

    You traveled to the small village of Anactoria in southern Ustalav to investigate the sudden presence of Aspis Consortium agents. When you arrived, you learned that the village’s famous bog body, the Maid of Anactoria, was missing! You examined the crime scene and interviewed witnesses, then tracked down the Aspis agents—the primary suspects—in the bog
    You fought off skeletons from the nearby Garden of Lead and learned that the Aspis agents were lured to the area by the promise of other bog bodies; they had nothing to do with the theft of the Maid. You returned to town and learned that the true thief intended to smuggle the Maid from the village on an inbound stagecoach, but it had yet to arrive. On the trail, you found the coach under attack by flaming peat monsters near an abandoned farmhouse. After defeating the monsters, you uncovered the true mastermind behind the theft, a university student who was also a member of the family of caretakers who have watched over the Maid for generations.

    Reputation: +4 (Envoy's Alliance)
    Gold Earned: 150gp
    Downtime:
    Emilio spends 1 day (thanks to Crafter's Workshop boon) to begin crafting his lvl 2 wand of longstrider, then spends the next 11 days reducing the cost by 2gp/day
    DC 20
    [13] + 15 --> 28 (success)
    [7] + 15 --> 22 (success)
    160gp - 22gp --> 138gp
    Emilio will set the wand aside and continue crafting it on his next chronicle sheet.
    Loot:
    skeleton key (item 5, 125gp)

    Eager Protégé gets +4xp

    22. The Blackwood Lost:

    When the iruxi settlement in the heart of the Blackwood Swamp was found to be mysteriously vacated, you were dispatched to locate the missing enclave and rescue a group of Pathfinder initiates who had been living there and investigating nearby Azlanti ruins. Upon reaching the settlement, you stumbled into an unstable demiplane where the elements were in constant flux. Eventually locating the survivors, you ventured into the Azlanti ruins to realign a long-defunct elemental nexus, which had been imbalanced by the recent emergence of the elemental planes of wood and metal and was the source of the planar disruption. You repaired the nexus and saved the survivors.

    Reputation: +4 (Envoy's Alliance), +2 (Verdant Wheel)
    Gold Earned: 75gp
    Downtime:
    Emilio continues working on his wand of longstrider in his downtime
    [11] + 15 --> 26 (success)
    [10] + 15 --> 25 (success)
    138gp - 24gp --> 114gp
    Emilio will set the wand aside and continue crafting it on his next chronicle sheet.
    Loot:
    n/a

    Eager Protégé gets +2xp


    ____________________
    ACCOMPLISHMENTS
    Solved a murder and saved a tiny town in Isger from destruction via terrible disease.
    Slew an ogre in a cave in the mountains of Isger.
    Stopped (or at least postponed) a revolution in a river kingdom by exposing the lies of an outside influence--delivered the body of said influencer to the local ruler with his own hands.
    Uncovered the secrets of the Pact of the Open Road
    Helped to found the Three Gates Lodge in the island of Kayajima off the coast of Minkai.
    ____________________
    ROLEPLAY/BACKGROUND

    How does EmIlio behave?
    Protective of less experienced Pathfinders. Curious about old ruins and lost places. Well-spoken, though not necessarily smooth or charming.
    Decisive in combat.

    Why did Emilio join the Pathfinder Society?
    To explore ancient history and uncover secrets with teams of like-minded agents.

    Why did Emilio join the Envoy's Alliance?
    Protecting other agents and explorers is what Emilio knows best. It is how he got into the field, after all.

    How does Emilio's worship of The Empyreal Lords: Irez, Soralyon, and Zohls affect him?
    His connection to Irez, the Lady of Inscribed Wonder, is based on the runes that cover his body and infuse his magic.
    His connection to Soralyon, the Mystic Angel, is due to a strong resonance with Soralyon's values: encouraging the study of magic in order to protect monuments, ruins, and those who explore and research them.
    His connection to Zohls, also known as Verity, is based on his desire to uncover truth and solve puzzles. He often struggles with her preference for calculated thinking over gut instinct, however.

    What is the most treasured possession of Emilio?
    His katana and his spellbook.

    What are at least 5 background and concept elements for Emilio?
    Swordmaster with utility spellcasting.
    Rugged explorer that fearlessly delves deep into ruins.
    Protective older brother to less experienced Pathfinders, even when they are older in age than himself.
    Was trained in the sword to protect archaeologists and other explorers, but showed such a keen intellect and interest in their work that he became one of them.
    Somewhat of a rootless wanderer; ties to his family and upbringing are not very strong.

    What are at least two goals for Emilio?
    Discover something previously unknown about Thassilon.
    Return from each mission without losing any companions.

    How did Emilio become a Fighter?

    Which nation did CHARACTER grow up in? How did this nation influence them?

    What does CHARACTER love?

    What does CHARACTER hate?

    Which other Pathfinders (PCs) does CHARACTER rely on for teamwork, survival and butt-kicking? Does CHARACTER have a bro? a mentor? a father figure? maybe a rival?

    How does the race of CHARACTER influence their views? Is CHARACTER a stereotype of a certain race? How are they different from most characters of their race?

    What is CHARACTER afraid of? Does CHARACTER have any phobias or worries?

    What is at least one secret about CHARACTER?

    What are at least three people that are tied to CHARACTER?

    What are at least three catchphrases, memories, mannerisms, or quirks that CHARACTER has?

    ____________________
    FULL TEXT

    Ancestry - Versatile Human:

    Humanity’s versatility and ambition have fueled its ascendance to be the most common ancestry in most nations throughout the world. Select a general feat of your choice for which you meet the prerequisites (as with your ancestry feat, you can select this general feat at any point during character creation).

    Arcane Tattoos Feat 1
    [Uncommon][Human]
    Access Varisian ethnicity or New Thassilon nationality
    You have tattoos on your body corresponding to one of the ancient Thassilonian schools of magic. Choose one of the following schools of magic: abjuration (shield), conjuration (tanglefoot), enchantment (daze), evocation (electric arc), illusion (ghost sound), necromancy (chill touch), or transmutation (sigil). You can cast the associated cantrip (listed in parentheses) as an innate arcane spell at will.

    Ornate Tattoo Feat 5
    [Uncommon][Human]
    Prerequisites Arcane Tattoos
    You expand your tattoos to encompass greater magic. Choose a 1st-level arcane spell from the same school as your Arcane Tattoos, either a common spell or another to which you have access. You can cast that spell once per day as an innate arcane spell.

    Background - Thassilonian Delver:
    PFS Note You can select this background only if you have earned credit for at least 5 First Edition scenarios from Season 4 of the Pathfinder Society organized play campaign.

    As archaeologists uncovered and explored ever-larger numbers of Thassilonian ruins, you were among the eager explorers who sought out the Runelords’ ancient secrets. You may have been the apprentice to another Pathfinder who perished on an expedition, leaving you their discoveries and notes. Or perhaps you explored several of these sites yourself, quickly learning to parse the arcane secrets before lest the eldritch magic extinguish your life.

    Choose two ability boosts. One must be to Constitution or Intelligence, and one is a free ability boost.

    You're trained in the Arcana skill and the Thassilonian History Lore skill. You gain the Arcane Sense skill feat. Add Thassilonian to the list of additional languages you can learn for having a high Intelligence modifier.

    Skill Feats:

    Arcane Sense Feat 1
    [General][Skill]
    Your study of magic allows you to instinctively sense its presence. You can cast 1st-level detect magic at will as an arcane innate spell. If you’re a master in Arcana, the spell is heightened to 3rd level; if you’re legendary, it is heightened to 4th level.Your study of magic allows you to instinctively sense its presence. You can cast 1st-level detect magic at will as an arcane innate spell. If you’re a master in Arcana, the spell is heightened to 3rd level; if you’re legendary, it is heightened to 4th level.

    Trick Magic Item ◈ Feat 1
    [General][Manipulate][Skill]
    You examine a magic item you normally couldn’t use in an effort to fool it and activate it temporarily. For example, this might allow a fighter to cast a spell from a wand or allow a wizard to cast a spell that’s not on the arcane list using a scroll. You must know what activating the item does, or you can’t attempt to trick it.
    Attempt a check using the skill matching the item’s magic tradition, or matching a tradition that has the spell on its list, if you’re trying to cast a spell from the item. The relevant skills are Arcana for arcane, Nature for primal, Occultism for occult, Religion for divine, or any of the four for an item that has the magical trait and not a tradition trait. The GM determines the DC based on the item’s level (possibly adjusted depending on the item or situation).
    If you activate a magic item that requires a spell attack roll or spell DC and you don’t have the ability to cast spells of the relevant tradition, use your level as your proficiency bonus and the highest of your Intelligence, Wisdom, or Charisma modifiers. If you’re a master in the appropriate skill for the item’s tradition, you instead use the trained proficiency bonus, and if you’re legendary, you instead use the expert proficiency bonus.
    Success For the rest of the current turn, you can spend actions to activate the item as if you could normally use it.
    Failure You can’t use the item or try to trick it again this turn, but you can try again on subsequent turns.
    Critical Failure You can’t use the item, and you can’t try to trick it again until your next daily preparations.

    Quick Jump Feat 1
    [General][Skill]
    You can use High Jump and Long Jump as a single action instead of 2 actions. If you do, you don’t perform the initial Stride (nor do you fail if you don’t Stride 10 feet).

    Experienced Professional Feat 1
    [General][Skill]
    Prerequisites trained in Lore
    You carefully safeguard your professional endeavors to prevent disaster. When you use Lore to Earn Income, if you roll a critical failure, you instead get a failure. If you’re an expert in Lore, you gain twice as much income from a failed check to Earn Income, unless it was originally a critical failure.

    Class - Fighter:

    Attack of Opportunity <R>
    Trigger A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it’s using.
    You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn’t count toward your multiple attack penalty, and your multiple attack penalty doesn’t apply to this Strike.

    Bravery Fighter 3
    Having faced countless foes and the chaos of battle, you have learned how to stand strong in the face of fear and keep on fighting. Your proficiency rank for Will saves increases to expert. When you roll a success at a Will save against a fear effect, you get a critical success instead. In addition, anytime you gain the frightened condition, reduce its value by 1.

    Fighter Weapon Mastery Fighter 5
    Hours spent training with your preferred weapons, learning and developing new combat techniques, have made you particularly effective with your weapons of choice. Choose one weapon group. Your proficiency rank increases to master with the simple and martial weapons in that group, and to expert with the advanced weapons in that group. You gain access to the critical specialization effects of all weapons for which you have master proficiency.

    Class Feats:

    Combat Assessment ◈ Feat 1
    [Fighter]
    You make a telegraphed attack to learn about your foe. Make a melee Strike. On a hit, you can immediately attempt a check to Recall Knowledge about the target. On a critical hit, you gain a +2 circumstance bonus to the check to Recall Knowledge. The target is temporarily immune to Combat Assessment for 1 day.

    Wizard Dedication Feat 2
    [Archetype][Dedication][Multiclass]
    You cast spells like a wizard, gaining a spellbook with four common arcane cantrips of your choice. You gain the Cast a Spell activity. You can prepare two cantrips each day from your spellbook. You’re trained in arcane spell attack rolls and spell DCs. Your key spellcasting ability for wizard archetype spells is Intelligence, and they are arcane wizard spells. You become trained in Arcana; if you were already trained in Arcana, you instead become trained in a skill of your choice.

    Basic Wizard Spellcasting Feat 4
    [Archetype]
    You gain the basic spellcasting benefits. Each time you gain a spell slot of a new level from the wizard archetype, add two common spells of that level to your spellbook. You gain the basic spellcasting benefits. Each time you gain a spell slot of a new level from the wizard archetype, add two common spells of that level to your spellbook.
    Basic Spellcasting Benefits: Available at 4th level, these feats grant a 1st-level spell slot. At 6th level, they grant you a 2nd-level spell slot, and if you have a spell repertoire, you can select one spell from your repertoire as a signature spell. At 8th level, they grant you a 3rd-level spell slot. Archetypes refer to these benefits as the “basic spellcasting benefits.”

    General Feats:

    Incredible Initiative Feat 1
    [General]
    You react more quickly than others can. You gain a +2 circumstance bonus to initiative rolls.

    Shield Block <R> Feat 1
    [General]
    Trigger While you have your shield raised, you would take damage from a physical attack.
    You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield’s Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield.

    Fleet Feat 1
    [General]
    You move more quickly on foot. Your Speed increases by 5 feet.

    -----------------------------------------
    Roadmap
    -----------------------------------------
    Level-up:
    lvl6:
    - magical crafting skill feat
    - wizard archetype feat

    Downtime
    lvl 6: wand of longstrider, heightened to lvl 2; more wands and scrolls